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[Star Wars: X-Wing Miniatures] 2e is Shipping?!

X-wing is a tense, fast-paced game of tactical skirmishes which plays in ~90 minutes.
With elements of squadron building, chance, & hidden information X-wing is easy to learn but difficult to master.

The Game:

In a nutshell, X-wing is played over a series of turns.
You will begin each turn by secretly assigning a maneuver to each of your ships.
Once all ships have been assigned a maneuver for the turn, those maneuvers are resolved one by one.
The order in which maneuvers are resolved is determined on a ship-by-ship basis, according to Pilot Skill.
Less-skilled pilots such as the humble Academy TIE Fighter pilot perform their maneuvers early in the turn.
Pilots of greater skill such as Han Solo, Luke Skywalker, or Darth Vader perform their maneuvers later in the turn.

Immediately after a ship has maneuvered, it may perform an action. These actions take many forms, but generally provide some additional maneuvering capacity or some offensive/defensive benefits.

Once all ships have maneuvered and taken actions, the combat phase begins and ships exchange fire!
The order in which ships shoot is determined by Pilot Skill, with more skilled pilots shooting before less-skilled pilots.

For more information, I suggest watching one of the following:

Looks fun! How do I get started?

For starters you'll need an X-wing Miniatures Game Core Set, or an X-wing Miniatures Game: The Force Awakens Core Set.
These each contain one Rebel starfighter, two Imperial starfighters, some pilot & upgrade options for each of those starfighters, a set of maneuver templates, a damage deck, tokens, dice, and the various other things you'll need for your first game or two. While not strictly necessary for your first game, it is a good idea for each player to have their own Core.

Chances are excellent that you'll want to expand your fleet almost immediately.

While X-wing is highly adaptable to various squadron point limits, standard dogfights give you 100 squadron points to build with - and you'll have to purchase additional ships to reach this.
Popular bang-for-your-buck choices include the Rebel Aces expansion and the TIE Interceptor expansion - but you can pick up anything that looks cool.

What is this?
This is an online X-Wing miniatures league for PA forum members. The goal is to have fun and play more games!

Rules
1-50) Don't be a dick.
51) Breaking rules 1-50 is a Bad Idea(tm)
52) Any issues or rules disputes come through me. I'll do my best to investigate and work out the issue with involved players. (If I'm part of the dispute, someone else will have to do it)

Format

Games will be played in Vassal (if you can somehow play in meatspace, more power to you).

Games will be 100 points.

If you sign up you will be expected to play 1 game per week. Work with your opponent to figure out a time that you both can play. Exception: holiday weeks will be extended to 2-3 weeks

Please setup Vassal prior to your first game to get familiar with it (see Setup below).

Please setup your squad in Vassal prior to game start each week. This can be done by creating the squad, begin logging (File menu), select the whole squad and choosing "copy", then save the log.

When you are ready to bring your squad into the game, replay the log and it should pop right in

Since this is played online, it can take a little longer. Please try to allow at least 2 hours for your game each week (or play very aggressively )

At the end of the week, post the results to the thread so we can keep track of standings and the campaign at large. Try to @ me in the post so I can track it more easily

Feel free to post exciting moments/screenshots in the thread!

Games will be played using FFG's dogfight tournament rules (here) with the following exceptions:

Games will not be timed (Exception: you and your opponent both agree on a timed game; if time expires, the winner is the player who has destroyed more points than his opponent then receives a Match win)

Because games will not be timed, scoring will be as follows:

Match win: 3 points

Draw: 1 point

Match loss: 0 points

You don't have to stick to the same squad/faction each week (or submit your squads to me; I will be playing as well)

You will have to tell your opponent your squad before you begin (before obstacles are placed)

Ships and cards are not permitted until they are officially released (Wave 7 and FA Core are legal!)

You must legitimately own physical versions of any ships or cards you use, as per Fantasy Flight's rules concerning the ongoing use of Vassal to play their games

!!!! IMPORTANT: READ THIS !!!!Major changes from last season (Game rules/FAQ)

Wave 7 and Force Awakens Core are legal!

Either damage deck may be used! Each player gets to choose when building their squad.

Tournament rules state that each player comes to the table with 3 unique obstacle tokens (Asteroids and/or Debris clouds; can use obstacles from FA Core)

Both sets of 3 are added to a "pool" and those are the 6 obstacles placed in the game

Setup
Setting up Vassal and the module - Follow the steps here: http://s93768914.onlinehome.us/xwing/
Keep in mind that no cards have text, so you will need your own card text available to you (see 5 above).

What do people do to post the changes? Memorize every detail, or reprint cards and put them in sleeves in front of the originals?

Remember the relevant stuff. Use apps for squad building.

I think the Jumpmaster is still playable - even with that nerf Dengar is still undercosted, and can still do K4 Expertise for full mods when bumping. Contracted Scout is still undercosted for dirt cheap HP/turret/blocking.

Nym can still do PS10 post-move bombing even with that Genius nerf (and even with Bomblets, if he has EM set... but only once without losing it), but he can't do the bullshit bump and bomb now (since then he forced range 1 and he isn't hurt by his own bombs).

This hardly eliminates forced bomb hits, but it hits the most egregious cases.

i've been extremely out of the competitive scene but that biggs nerf is so weird to me

that card was a staple in the early game for sure, but i don't really understand why it had to be changed now - is there a specific build that was too strong? The T-65 never really felt like it had enough options to make him especially overpowered, even when you built one for regen or defense

i've been extremely out of the competitive scene but that biggs nerf is so weird to me

that card was a staple in the early game for sure, but i don't really understand why it had to be changed now - is there a specific build that was too strong? The T-65 never really felt like it had enough options to make him especially overpowered, even when you built one for regen or defense

It's not about the Biggs build specifically, though with R4-D6 and Integrated Astromech he did get better. As the game has gone on Rebel lists have become defined by their ability to survive alpha strikes and then regen their way to victory. With a smattering of bombing to make sure Imperial ace lists are completely fucked. Pieces like Miranda Doni mean that if the Rebel player can grind you down to a 1v1 late game you auto-lose, and Biggs is key to that plan.

Or to put it another way, every fuckin' Rebel list was some ship (or two) + Biggs, and everyone was sick of it.

The Jumpmaster nerf should make non-Biggs Rebel list more viable, since alpha strikes were their big problem.